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Patch 1.3 PTR Notes (12/3/2011 update) - Page 3

Forum Index > SC2 General
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Existential
Profile Joined December 2010
Australia2107 Posts
March 12 2011 14:29 GMT
#41
Good to finally see a nerf to EMP.
Jaedong <3 | BW - The first game I ever loved
USApwn
Profile Joined August 2010
United States81 Posts
March 12 2011 14:30 GMT
#42
The only way I see this being a buff to HT is that they can now respond with a feedback, although its main purpose - storm - will still be significantly nerfed. I'm still not happy with the removal of the amulet.
"The beginning of wisdom in human as well as international affairs was knowing when to stop." Henry Kissinger
DrGreen
Profile Joined July 2010
Poland708 Posts
March 12 2011 14:40 GMT
#43
On March 12 2011 23:26 Grummler wrote:
Show nested quote +
On March 12 2011 23:17 Elvedeta wrote:
Edit: post above people are talking about 175 because it's the energy a HT needs to have so it can storm after the emp.


Yeah, i know. But its wrong. If you emp a ht with, lets say 150 energy, he will have 50 energy left now and be ready for the next storm much earlier. So every time a ht having more than 100 energy getting emped, the emp nerf will make a difference.


No, HT will die, because he has only 40 hp left, trolololo.

They're going in the right direction with EMP, still i dont get it why it deals dmg vs 1 race and not the other 2.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
March 12 2011 14:45 GMT
#44
I think protoss players are looking at emp nerf in a wrong way.

So far watching any stream or tournament in 95% cases toss tends to upgrade storm then upgrade amulet and then warp a lot of templars. Only 1-2 tends to get warped in before the amulet upgrade.

With amulet removed getting those HT out as early as possible will be important to gather energy. I think we will see more and more templars with more then 100 energy now. So the emp nerf will be useful to toss players.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2011-03-12 14:50:52
March 12 2011 14:49 GMT
#45
Infestor missile removed!!! Woo! I think they could have kept it but make the missile faster, but whatever. That works too :D

But really, blizzard? 110 health was just too much? Are you serious? Do you see how ridiculously fat infestors are??

On March 12 2011 23:40 DrGreen wrote:
Show nested quote +
On March 12 2011 23:26 Grummler wrote:
On March 12 2011 23:17 Elvedeta wrote:
Edit: post above people are talking about 175 because it's the energy a HT needs to have so it can storm after the emp.


Yeah, i know. But its wrong. If you emp a ht with, lets say 150 energy, he will have 50 energy left now and be ready for the next storm much earlier. So every time a ht having more than 100 energy getting emped, the emp nerf will make a difference.


No, HT will die, because he has only 40 hp left, trolololo.

They're going in the right direction with EMP, still i dont get it why it deals dmg vs 1 race and not the other 2.


Well considering that Snipe works on every single zerg unit, that's not that strange. The races are different and spells affect them different ways.
canikizu
Profile Joined September 2010
4860 Posts
Last Edited: 2011-03-12 14:53:00
March 12 2011 14:51 GMT
#46
On March 12 2011 23:17 Grummler wrote:
Show nested quote +
On March 12 2011 23:10 Dommk wrote:
On March 12 2011 23:05 Grummler wrote:
On March 12 2011 22:58 WickedBit wrote:
On March 12 2011 22:41 Grummler wrote:
So, we get an update including an emp nerf and Protosses are QQing about the ht nerf we already knew about.
Its a ghost nerf and therefore a small ht buff afterall. Its shocking how a Protoss players manages to QQ about a ghost nerf, while most terrans are like "well, emp WAS to strong, good they start nerfing it".


Most protosses recognize that amulet is way OP. It definitely need the nerf but just doing away with it is too much. It is sort of like saying that stimmed marines are too good...so lets remove stim! This is not a good way to balance. They should try to nerf overpowered abilities first and then remove it if and only if the said ability is impossible to balance in any form.


Well, i dont disagree. I only want people to recognize that the emp got a significant nerf, not a weird kind of buff. I never said that removing the amulet was the best way to balance the ht.

On a side note: Removing the amulet doesnt equal removing stim, because hts can storm afterall... Its more like delaying storm for every individual ht.

I think his analogy holds quite well. The entire sense of "if something is too powerful, then lets remove it!"

If High Templars started off with 0 energy then the entire tech tree is about as useless as an un-stimmed marine late game..

and I completely disagree with you saying that emp nerf was "significant", how was it significant? High Templars need 175 energy to Storm after an EMP now, that is still such a stupidly high number, especially if there are multiple ghosts.


Why is everyone taking 175 energy as some kind of treshold? EMP removes 100 energy, not 175. So everything above 100 (!) energy will make a difference, not 175. Also, i dislike how nobody talks about sentries. They DO have a lot of energy very often.

Also you cant just emp multiple times. Emp needs energy as well. Every emp needed more to get rid of a ht is one emp less hitting somewhere else.

This is right. People are saying as if emp doesn't require energy, Terran has to create ghosts before battles, and they are way more expensive than HTs. Yes, we all know that ghosts can shoot, but how often you see ghost's dps affect the battle? Most of the time they sacrifice themselves to get the emp off.

And it's not like HTs don't have skill that remove energy anyway. Ghost remove 100 energy and shield aoe target, HTs remove all the energy and deal direct damage with less energy but single target. It's just a battle of who is sneakier. Of course each of us like one over another, but that adds the variety in sc2.

imo, what HTs need is a speed buff, so that they can be worth warping in from the beginning, right now they are just too slow to be a mobile unit, most of the time they are nothing but static defense.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
March 12 2011 14:52 GMT
#47
When Blizzard changes something it's not always a direct response to a community concern. Perhaps they just felt EMP had too powerful an effect on casters and they wanted to address that? It doesn't necessarily have to be their answer to nerfing the HT energy upgrade. And actually, you very often have templar with more than 100 energy, I don't know why people insist that is an extremely rare occurence. In all those cases it will be a buff.

Just pick your battles more carefully, honestly. The HT nerf and ghost nerf don't come together, I garantuee you that if blizzard reverts the amulet removal, they'll keep the EMP change, so don't attack that change when your problem is with the amulet change.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
emythrel
Profile Blog Joined August 2010
United Kingdom2599 Posts
March 12 2011 14:58 GMT
#48
I like some of the changes, even the EMP one (I am T) i think it lines up nicely with the removal of the amulet. more often than not 100 energy less will mean no storms or fungals anyways.
When there is nothing left to lose but your dignity, it is already gone.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
Last Edited: 2011-03-12 15:25:50
March 12 2011 15:25 GMT
#49
On March 12 2011 23:49 DoubleReed wrote:
Infestor missile removed!!! Woo! I think they could have kept it but make the missile faster, but whatever. That works too :D

But really, blizzard? 110 health was just too much? Are you serious? Do you see how ridiculously fat infestors are??



well first i thought its because after they heavily buff the dps (double/more then double vs armored) they want to promot caster wars more so 90 would be the number where 2snipes kill and feedback often kills.but snipes do have to be PERFECT in sync so 2 kill so im not sure about that anymore.



also why not? all of the 3 casters are around that HP.


dont see a problem with that at all.
life of lively to live to life of full life thx to shield battery
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2011-03-12 15:28:58
March 12 2011 15:25 GMT
#50
On March 12 2011 15:14 Crashburn wrote:
[image loading]


I have to quote this, i found it hilarious hahah.

As for the topic even with this nerf to EMP, the removal still seems overkill. For sure protoss players will have to go robo stargate almost everytime aggainst zerg to deal with threat of mutas, since a ball of mutas will just kill any HT on the base gathering energy before the player has time to react and blink stalkers were never enough. For sure T will go bio everytime now. So, robo all the way for protoss, Z will have easier time with mutas, terran bio, and zerg is encouraged to use mutas as they use with T. Nice way of encouraging boring games. There goes the immortal HT combos, mech play, people so much wanted to see in pvt. Gj Blizzard.
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
March 12 2011 15:27 GMT
#51
Oh good they removed the Infestor missile projectile thingy. Still not sure if it's a buff or a nerf with the extra damage. I still feel like it's a nerf, although it's going to be huge in ZvZ against Roaches and much worse against Mutas.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
ALPINA
Profile Joined May 2010
3791 Posts
Last Edited: 2011-03-12 15:32:11
March 12 2011 15:28 GMT
#52
On March 13 2011 00:25 BeMannerDuPenner wrote:
Show nested quote +
On March 12 2011 23:49 DoubleReed wrote:
Infestor missile removed!!! Woo! I think they could have kept it but make the missile faster, but whatever. That works too :D

But really, blizzard? 110 health was just too much? Are you serious? Do you see how ridiculously fat infestors are??


also why not? all of the 3 casters are around that HP.


dont see a problem with that at all.


HT isn't armored, and ghost is Psionic with 100hp so that's super huge difference. 90hp on huge armored infestor is nothing when there are units like tanks and marauders around.

I personally think that all 3 casters - infestor, ghost and HT should be psionic type.
You should never underestimate the predictability of stupidity
Piski
Profile Blog Joined April 2010
Finland3461 Posts
March 12 2011 15:32 GMT
#53
On March 12 2011 22:54 Grummler wrote:
Show nested quote +
On March 12 2011 22:51 Dommk wrote:
On March 12 2011 22:41 Grummler wrote:
So, we get an update including an emp nerf and Protosses are QQing about the ht nerf we already knew about.
Its a ghost nerf and therefore a small ht buff afterall. Its shocking how a Protoss players manages to QQ about a ghost nerf, while most terrans are like "well, emp WAS to strong, good they start nerfing it".

Are you kidding? It was barely a nerf, when does a Templar ever get 175 Energy? (The amount of energy needed to Storm after an EMP), it has a maximum of 200 Energy...

I'm still scratching my head to see how this is even a nerf, more like a change that barely even has an effect on the game considering Terrans already bring multiple Ghosts


A sentry with full energy can cast ff twice after being emped in 1.3. If the emp hits 3 sentries, you have 6 forcefields more. I do think that makes a difference. Also, sentries have max energy quiet often.

Also, you get an extra storm off for every ht with 175 energy or more. Its might be rare, but you guys make it look like an emp buff, because its a rare situation.


I would not take it as that protoss players are complaining about this nerf but as that protoss players are whining that blizzard wants to justify amulet removal with this and that's why some players are complaining about the actual change.
Ofc the emp nerf is only good for protoss, but for a lot of players it's still not an equal trade.
Personally I think it's good change, but I find it funny when terran players are now saying as this is as big of a change as the amulet removal.
Zystra
Profile Joined March 2011
United Kingdom79 Posts
March 12 2011 15:32 GMT
#54
They are still removing the Amulet... Joke.

User was warned for this post
zeehar
Profile Blog Joined July 2010
Korea (South)3804 Posts
March 12 2011 15:34 GMT
#55
On March 12 2011 23:26 Grummler wrote:
Show nested quote +
On March 12 2011 23:17 Elvedeta wrote:
Edit: post above people are talking about 175 because it's the energy a HT needs to have so it can storm after the emp.


Yeah, i know. But its wrong. If you emp a ht with, lets say 150 energy, he will have 50 energy left now and be ready for the next storm much earlier. So every time a ht having more than 100 energy getting emped, the emp nerf will make a difference.

And i see hts having more than 100 energy quite often (same goes for senrties).


"the next storm"

the next storm never happens, because the marauders' cc kills half the retreating toss army.
I AM THE UNIVERSAL CONSTANT
Kyuki
Profile Joined February 2008
Sweden1867 Posts
March 12 2011 15:35 GMT
#56
Fungal will be fucking sick.. Doubters will change their minds eventually .
Mada Mada Dane
ParasitJonte
Profile Joined September 2004
Sweden1768 Posts
March 12 2011 15:36 GMT
#57
On March 12 2011 22:58 WickedBit wrote:
Show nested quote +
On March 12 2011 22:41 Grummler wrote:
So, we get an update including an emp nerf and Protosses are QQing about the ht nerf we already knew about.
Its a ghost nerf and therefore a small ht buff afterall. Its shocking how a Protoss players manages to QQ about a ghost nerf, while most terrans are like "well, emp WAS to strong, good they start nerfing it".


Most protosses recognize that amulet is way OP. It definitely need the nerf but just doing away with it is too much. It is sort of like saying that stimmed marines are too good...so lets remove stim! This is not a good way to balance. They should try to nerf overpowered abilities first and then remove it if and only if the said ability is impossible to balance in any form.


Yeah. There's a weird black and white thing. With amulet they're probably too good. Without amulet we know for sure that they are too bad.
Hello=)
Owii
Profile Joined July 2010
United States357 Posts
March 12 2011 15:36 GMT
#58
On March 12 2011 23:49 DoubleReed wrote:
Infestor missile removed!!! Woo! I think they could have kept it but make the missile faster, but whatever. That works too :D

But really, blizzard? 110 health was just too much? Are you serious? Do you see how ridiculously fat infestors are??



Infestors major survival issue was getting bombed by colossus and tanks, which wasn't even fixed by the health increase, so reverting doesn't really effect their survival that much.

I think that the real change needed to improve their survival is by lowering their threat priority. Right now units naturally target the infestors over other units since they have the highest threat. If they were in line with roach/lings/etc, then the opponent would have to target-fire them, which rewards smarter players and punishes attack-moving. Anything change that rewards players for tactical awareness would be a good change imo.
BeMannerDuPenner
Profile Blog Joined April 2004
Germany5638 Posts
Last Edited: 2011-03-12 15:44:14
March 12 2011 15:41 GMT
#59
On March 13 2011 00:28 Alpina wrote:
Show nested quote +
On March 13 2011 00:25 BeMannerDuPenner wrote:
On March 12 2011 23:49 DoubleReed wrote:
Infestor missile removed!!! Woo! I think they could have kept it but make the missile faster, but whatever. That works too :D

But really, blizzard? 110 health was just too much? Are you serious? Do you see how ridiculously fat infestors are??


also why not? all of the 3 casters are around that HP.


dont see a problem with that at all.


HT isn't armored, and ghost is Psionic with 100hp so that's super huge difference. 90hp on huge armored infestor is nothing when there are units like tanks and marauders around.

I personally think that all 3 casters - infestor, ghost and HT should be psionic type.



maybe.

but tbh imo armored is better then light in that situation. a templar dies anyways under tank fire/marauder shots. but you cant mass snipe infestors with 3 blue flame hellions that ran by.and i won games because of roasting 4 HTs at once that way but i never lost a game where i thought "DAMMIT if my infestor only had 20 hp more!"

also cost also matters and the infestor still has burrow as a permanent energy free cloak.


so really i dont think its a big issue. i wouldnt complain if they got 20 hp more. but i also dont see a reason why they should have 20 more.


On March 13 2011 00:35 Kyuki wrote:
Fungal will be fucking sick.. Doubters will change their minds eventually .


ye. and i still think its not good for the game having a fairly high dps spell that prohibits ALL micro.
life of lively to live to life of full life thx to shield battery
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2011-03-12 15:45:15
March 12 2011 15:44 GMT
#60
On March 13 2011 00:25 BeMannerDuPenner wrote:
Show nested quote +
On March 12 2011 23:49 DoubleReed wrote:
Infestor missile removed!!! Woo! I think they could have kept it but make the missile faster, but whatever. That works too :D

But really, blizzard? 110 health was just too much? Are you serious? Do you see how ridiculously fat infestors are??



well first i thought its because after they heavily buff the dps (double/more then double vs armored) they want to promot caster wars more so 90 would be the number where 2snipes kill and feedback often kills.but snipes do have to be PERFECT in sync so 2 kill so im not sure about that anymore.



also why not? all of the 3 casters are around that HP.


dont see a problem with that at all.


Other casters aren't such a huge friggin' target. They're so big that they have common pathing problems ffs. Not to mention the armored tag to receive extra damage. The ghost has more health than an infestor and it's like 1/3 the size. It's ridiculous. +20 health isn't that much, but apparently it's too much lol.

Whatever, it's not any worse than it is now. They could have nerfed the health down to 70 or 60 if they wanted to...
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